This also happens whether I set a default-sample-rate and format or not. Even with options like "avoid-resampling" set to yes with only a single sound source playing still results in a less-than-insignificant amount of CPU time being used by Pulse. I normally use soxr-mq which should be very low, but I've also tried various speex-float options too. The interesting thing here is that the resampling codec doesn't seem to play much of a part in the resource usage here. Running Factorio for example causes Pulse to use 15-20% CPU time which is almost as much as the game itself. It's 0% when idle (as expected) but if a game is playing audio, it can be between 2 and 50%, depending on the game. I've noticed that when playing games, PulseAudio uses a less than insignificant amount of CPU time and this doesn't seem to have any real valid reason.
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